4,534 Commits over 731 Days - 0.26cph!
naval_update -> pt_boat_2
scientist_boats_gameplay_2 _> naval_update
Fix fingers not working on reload animations
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
PTBoat Scientists can use the rear turret properly
Invert forward support
Compile fixes
Setup rear turret as inverted forward
Move the player behind the turret as the turret moves (rear one)
Create an appropriate mapped postion behind the rear turret to move the player to
Always match player position and rotation to be relative to the turret
Remove is visible check (wasnt needed)
Fix unclamped client predicted pitch/yaw
Player leg animator support for Vehicle Detailed
Remove un-needed align local player turret rotation convar
Rear turret reload animation actually walks up to the rear turret rather than having fixed feet
Fix issues with the turret rotation not being set to 0,0
One shot animation system changes:
Fix incorrect full body mask
Make additive argument actually do something
Enable/Disable leg animator rather than just blending weights
StopCurrentOneShot will nuke any previous running coroutines
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
Add Hand IK targets (disable when reloading)
Fix front turret flapping around
Fix front turret being able to clip into the floor of the boat
Move player slightly further away from rear turret
Fix hips staying locked when moving the turrets up and down
naval_update -> pt_boat_2
scientist_boat_ai -> naval_update
Dont kill rest of the scientists when the driver dies (not intentional)
scientist_boat_ai -> naval_update
Only allow killing scientists to happen once
Call die on scientists so the loot bags spawn
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
naval_update -> scientist_boat_ai
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
Lerp when not using sights based on a fixed sensitivity value
Client Prediction V2:
Calculate a common time frame reference to send as a time key
Hold a list of 20 previous predicted states on the client
On receving a new server state: check your list
Reconcille if needed
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
Dont compare raw positions for state dirty
Fix rear turret being on the wrong camera mode
Force front turret to go into a neutral position when reloading (ugly right now)
Play attack animations on the player when attacking (from a turret)
Modernise the PT Boat prefab
Remove a bunch of unneeded stuff
Fixed yaw issues on ptboat front turret
Setup 3rd person reload effects on turrets
Reload animations running on front and rear turrets
Setup new controllers
Setting to enable/disable signalling the reload animation from the server on held entities
Fix muzzle fire appearing at the wrong place
Swap to the rigged versions of the 50 cals
Fixed front turret only reloading the left 50 cal
Fix SV_ReloadStart error on rear turret
Another manifest
Finally working with some clean prefabs
Setup prefab world model animators
Setup animator rigs
Fixed bug preventing you from sitting in the front turret
More aim position tweaks
Realign rear turret again
Recreate the left,right and single 50 cal entities with the new prefabs
Get it hooked up like before
naval_update -> pt_boat_2
scientist_boat_ai -> naval_update
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool